5 out vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1;
6 uniform vec2 foo_luma_offset_0;
7 uniform vec2 foo_luma_offset_1;
8 uniform vec2 foo_chroma_offset_0;
9 uniform vec2 foo_chroma_offset_1;
13 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
15 // 2.000 0.000 0.000 -1.000
16 // 0.000 2.000 0.000 -1.000
17 // 0.000 0.000 -2.000 -1.000
18 // 0.000 0.000 0.000 1.000
19 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
20 vec2 flipped_tc = texcoord;
21 y_tc0 = flipped_tc + foo_luma_offset_0;
22 y_tc1 = flipped_tc + foo_luma_offset_1;
23 cbcr_tc0 = flipped_tc + foo_chroma_offset_0;
24 cbcr_tc1 = flipped_tc + foo_chroma_offset_1;